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The Dresden Files => DFRPG => Topic started by: SaintAndSinner on May 03, 2010, 04:58:20 PM
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Drop one trapping from a skill pick up two others. Is this broken?
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Not in and of itself, no. It'd require a lot more GM oversight, though.
The trappings gained would need to be under the same basic rules as those gained currently, and that lost would need to be something actually useful. Also, the Stunt would need to make logical sense, and I'm having a hard time working out very many that would.
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Mechanically, I believe it works fine. A new trapping is a standard effect and you're basically trading one trapping for another and then adding another. Like Dead said though, I'm not sure how it would actually work out in play and it would require heavy oversight.
One of the main places I could see it is in social skills, which would be a little wrong because then you could stack all your social skills onto one social skill with a little judicious application of thought.
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Its more of a conceptual thought I had and didn't want to forget about it. Also thought about a Stunt where you are able to pick up another skills trapping for a scene or maybe just a conflict within a scene with a FATE point. Less sure if that would be broken.
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Hmm. An entire skill? For a Fate point...
Not a whole scene, but maybe an exchange, and it'd need to be a specific skill. But yeah, I could see that. Look at Theory in Practice for SotC. That's a bit broad for the DFRPG, but having it for one other skill (like say, being able to use Scholarship for Lore at the price of a Fate Point with a Metaphysicist stunt), yeah, I could see that.
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Not an entire skill. A trapping of a skill. I'm still thinking about how to limit it (or if its just crazy) :o
It would be something like theory in practice but limited to things that could work in a mundane sense. This would not be a power.
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The power rebate stuff out there aside, Fate isn't really about taking stuff away, it's mainly just about adding stuff. That, I think, is where this stunt idea could be on shaky ground. Taking a trapping away from a skill you don't intend to use much isn't much of a downside. When someone wants to be, say, a "poor swimmer", that's something best reflected in an aspect rather than in a stunt which takes Swimming away from Athletics (and then adds 2 trappings to another).
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That's a fair cop. I'm not trying to game the system it just struck me that the math was similar.
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Huh. I know it had my game the system nerves tingling for some reason, but I couldn't for the life of me think of what it was. Other than what I mentioned about doing things like dropping the Command trapping of Presence to add in the Social Defense and Social Initiative trappings from Empathy. Which would make Presence a powerhouse of a skill and way too handy.
Eg, it would be gaming the system.
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That's a fair cop. I'm not trying to game the system it just struck me that the math was similar.
I get your intent in considering this option, no worries. But I'm clear on why the suggestion has problems. :)
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I'm sure you're right (you are kind of an expert on this...)
What about a few trappings you could port into a skill for a scene at the cost of a FATE point. Each would cost a FATE point and you could only do one at a time.
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Basically like a pumped up version of the Faith Manages aspect of Guide My Hand?
Faith Manages. Given the time to pray for guidance and provided that your goals are pure and your actions are selfless, you may spend a fate point to use your Conviction skill instead of any other skill for one roll. This effect cannot be used for any attacks or maneuvers, but it can be used to bypass other kinds of obstacles.[/b]
Your Story, p187
If it's something like that, then I'd personally rule it as something that would have to be a supernatural power and have to use a couple of refresh to pull off. Guide My Hand is a full point and you have to pray, have pure motives, spend a fate point and use only Conviction for a single roll. What you want is something to do, spend a fate point, use it for a whole scene.
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That's helpful. I'm thinking of only a limited set of trappings though. Expand the field over bringing in one trapping (with a normal mortal stunt) versus adding the FATE point ought to be something you could balance.
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Roll out an exact example and I think people would be easier able to see what you want to do.
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I'll put something together tonight. But if there were similar limitation (no attack or defense actions) how many added trappings would you see as reasonable for the extra cost 1, 2, 3?